From 19e87a00961b24e446ee247569db5300b3974b04 Mon Sep 17 00:00:00 2001 From: Sebastian Rasmussen Date: Wed, 29 Dec 2010 19:14:58 +0000 Subject: Support radial shadings as another special case in the fitz renderer. --- draw/meshdraw.c | 177 +++++++++++++++++++++++++++++++++++++++++++++----------- 1 file changed, 142 insertions(+), 35 deletions(-) (limited to 'draw') diff --git a/draw/meshdraw.c b/draw/meshdraw.c index df4dfe41..434be9a1 100644 --- a/draw/meshdraw.c +++ b/draw/meshdraw.c @@ -306,18 +306,56 @@ fz_drawtriangle(fz_pixmap *pix, float *av, float *bv, float *cv, int n, fz_bbox } } +static void +fz_drawquad(fz_pixmap *pix, + fz_point p0, fz_point p1, fz_point p2, fz_point p3, + float c0, float c1, float c2, float c3, + int n, fz_bbox bbox) +{ + float v[4][3]; + + v[0][0] = p0.x; + v[0][1] = p0.y; + v[0][2] = c0; + + v[1][0] = p1.x; + v[1][1] = p1.y; + v[1][2] = c1; + + v[2][0] = p2.x; + v[2][1] = p2.y; + v[2][2] = c2; + + v[3][0] = p3.x; + v[3][1] = p3.y; + v[3][2] = c3; + + fz_drawtriangle(pix, v[0], v[2], v[3], n, bbox); + fz_drawtriangle(pix, v[0], v[3], v[1], n, bbox); +} + /* - * mesh drawing + * linear, radial and mesh drawing */ -#define HUGENUM 32000 +#define HUGENUM 32000 /* how far to extend axial/radial shadings */ +#define RADSEGS 32 /* how many segments to generate for radial meshes */ + +static fz_point +fz_pointoncircle(fz_point p, float r, float theta) +{ + p.x = p.x + cosf(theta) * r; + p.y = p.y + sinf(theta) * r; + + return p; +} static void fz_renderlinear(fz_shade *shade, fz_matrix ctm, fz_pixmap *dest, fz_bbox bbox) { - float v[4][3]; - float e[2][3]; fz_point p0, p1; + fz_point v0, v1, v2, v3; + fz_point e0, e1; float theta; p0.x = shade->mesh[0]; @@ -331,51 +369,118 @@ fz_renderlinear(fz_shade *shade, fz_matrix ctm, fz_pixmap *dest, fz_bbox bbox) theta = atan2f(p1.y - p0.y, p1.x - p0.x); theta += (float)M_PI * 0.5f; - v[0][0] = p0.x + HUGENUM * cosf(theta); - v[0][1] = p0.y + HUGENUM * sinf(theta); - v[0][2] = 0; + v0 = fz_pointoncircle(p0, HUGENUM, theta); + v1 = fz_pointoncircle(p1, HUGENUM, theta); + v2 = fz_pointoncircle(p0, -HUGENUM, theta); + v3 = fz_pointoncircle(p1, -HUGENUM, theta); + + fz_drawquad(dest, v0, v1, v2, v3, 0, 255, 0, 255, 3, bbox); + + if (shade->extend[0]) + { + e0.x = v0.x - (p1.x - p0.x) * HUGENUM; + e0.y = v0.y - (p1.y - p0.y) * HUGENUM; + + e1.x = v2.x - (p1.x - p0.x) * HUGENUM; + e1.y = v2.y - (p1.y - p0.y) * HUGENUM; - v[1][0] = p1.x + HUGENUM * cosf(theta); - v[1][1] = p1.y + HUGENUM * sinf(theta); - v[1][2] = 255; + fz_drawquad(dest, e0, v0, v2, e1, 0, 0, 0, 0, 3, bbox); + } - v[2][0] = p0.x - HUGENUM * cosf(theta); - v[2][1] = p0.y - HUGENUM * sinf(theta); - v[2][2] = 0; + if (shade->extend[1]) + { + e0.x = v1.x - (p1.x - p0.x) * HUGENUM; + e0.y = v1.y - (p1.y - p0.y) * HUGENUM; - v[3][0] = p1.x - HUGENUM * cosf(theta); - v[3][1] = p1.y - HUGENUM * sinf(theta); - v[3][2] = 255; + e1.x = v3.x - (p1.x - p0.x) * HUGENUM; + e1.y = v3.y - (p1.y - p0.y) * HUGENUM; - fz_drawtriangle(dest, v[0], v[1], v[2], 3, bbox); - fz_drawtriangle(dest, v[1], v[2], v[3], 3, bbox); + fz_drawquad(dest, e0, v1, v3, e1, 255, 255, 255, 255, 3, bbox); + } +} + +static void +fz_renderannulus(fz_matrix ctm, + fz_point p0, float r0, float c0, + fz_point p1, float r1, float c1, + fz_pixmap *dest, fz_bbox bbox) +{ + fz_point t0, t1, t2, t3, b0, b1, b2, b3; + float theta, step; + int i; + + theta = atan2f(p1.y - p0.y, p1.x - p0.x); + step = (float)M_PI * 2 / RADSEGS; + + for (i = 0; i < RADSEGS / 2; i++) + { + t0 = fz_pointoncircle(p0, r0, theta + i * step); + t1 = fz_pointoncircle(p0, r0, theta + i * step + step); + t2 = fz_pointoncircle(p1, r1, theta + i * step); + t3 = fz_pointoncircle(p1, r1, theta + i * step + step); + b0 = fz_pointoncircle(p0, r0, theta - i * step); + b1 = fz_pointoncircle(p0, r0, theta - i * step - step); + b2 = fz_pointoncircle(p1, r1, theta - i * step); + b3 = fz_pointoncircle(p1, r1, theta - i * step - step); + + t0 = fz_transformpoint(ctm, t0); + t1 = fz_transformpoint(ctm, t1); + t2 = fz_transformpoint(ctm, t2); + t3 = fz_transformpoint(ctm, t3); + b0 = fz_transformpoint(ctm, b0); + b1 = fz_transformpoint(ctm, b1); + b2 = fz_transformpoint(ctm, b2); + b3 = fz_transformpoint(ctm, b3); + + fz_drawquad(dest, t0, t1, t2, t3, c0, c0, c1, c1, 3, bbox); + fz_drawquad(dest, b0, b1, b2, b3, c0, c0, c1, c1, 3, bbox); + } +} + +static void +fz_renderradial(fz_shade *shade, fz_matrix ctm, fz_pixmap *dest, fz_bbox bbox) +{ + fz_point p0, p1; + float r0, r1; + fz_point e; + float er, rs; + + p0.x = shade->mesh[0]; + p0.y = shade->mesh[1]; + r0 = shade->mesh[2]; + + p1.x = shade->mesh[3]; + p1.y = shade->mesh[4]; + r1 = shade->mesh[5]; + + fz_renderannulus(ctm, p0, r0, 0, p1, r1, 255, dest, bbox); if (shade->extend[0]) { - e[0][0] = v[0][0] - (p1.x - p0.x) * HUGENUM; - e[0][1] = v[0][1] - (p1.y - p0.y) * HUGENUM; - e[0][2] = v[0][2]; + if (r0 < r1) + rs = r0 / (r0 - r1); + else + rs = -HUGENUM; - e[1][0] = v[2][0] - (p1.x - p0.x) * HUGENUM; - e[1][1] = v[2][1] - (p1.y - p0.y) * HUGENUM; - e[1][2] = v[2][2]; + e.x = p0.x + (p1.x - p0.x) * rs; + e.y = p0.y + (p1.y - p0.y) * rs; + er = r0 + (r1 - r0) * rs; - fz_drawtriangle(dest, e[0], v[0], v[2], 3, bbox); - fz_drawtriangle(dest, e[0], v[2], e[1], 3, bbox); + fz_renderannulus(ctm, e, er, 0, p0, r0, 0, dest, bbox); } if (shade->extend[1]) { - e[0][0] = v[1][0] + (p1.x - p0.x) * HUGENUM; - e[0][1] = v[1][1] + (p1.y - p0.y) * HUGENUM; - e[0][2] = v[1][2]; + if (r0 > r1) + rs = r1 / (r1 - r0); + else + rs = -HUGENUM; - e[1][0] = v[3][0] + (p1.x - p0.x) * HUGENUM; - e[1][1] = v[3][1] + (p1.y - p0.y) * HUGENUM; - e[1][2] = v[3][2]; + e.x = p1.x + (p0.x - p1.x) * rs; + e.y = p1.y + (p0.y - p1.y) * rs; + er = r1 + (r0 - r1) * rs; - fz_drawtriangle(dest, e[0], v[1], v[3], 3, bbox); - fz_drawtriangle(dest, e[0], v[3], e[1], 3, bbox); + fz_renderannulus(ctm, p1, r1, 255, e, er, 255, dest, bbox); } } @@ -450,7 +555,9 @@ fz_rendershade(fz_shade *shade, fz_matrix ctm, fz_pixmap *dest, fz_bbox bbox) case FZ_LINEAR: fz_renderlinear(shade, ctm, temp, bbox); break; - /* TODO: FZ_RADIAL */ + case FZ_RADIAL: + fz_renderradial(shade, ctm, temp, bbox); + break; case FZ_MESH: fz_rendermesh(shade, ctm, temp, bbox); break; -- cgit v1.2.3